Which zone or Covenant has surprised you the most so far and have your plans changed by leveling?11/29/2020 I admit it: Despite Jellycat existing, I hated Maldraxxus for months. Of the four zones in Shadowlands, it was the only one whose general aesthetic didn’t gel with me at all. Necrolords were the sole Covenant I knew, for sure, I wouldn’t like. Might make right? The weak must perish? Those are concepts I despise. And why in The Arbiter’s name would you purposefully make the members of your Covenant all look like skeletons or flesh-stitched abominations? “Will those people never outgrow their metal band album cover phase?” I questioned myself. But then I got to actually play in Maldraxxus. And the experience was wholly different from what I had first imagined. Maldraxxus had the coolest quest-givers, in my opinion! Draka, a former raid boss, and this-third-important-lore-character-who-I-will-not-name-for-the-sake-of-spoilers were all a hoot to work with. And as we progressed through the zone and worked more and more with them, I found a different side of the Necrolords that I was not expecting — a side that I can certainly respect, and one I can get on board with. Bastion was also surprising, in a sense. The zone was far more gorgeous than I was expecting it to be — both Ardenweald and it already rank at the top among the most beautiful zones I’ve ever seen in World of Warcraft. I can’t say I’m too thrilled about the actual denizens of Bastion — but I absolutely love Kleia, and I adore those super dumb Stewards so much. The Kyrian Covenant certainly holds much more appeal to me after experiencing it than it did before. (I’m still mostly about the Night Fae, though.) How about you? Did any of those zones or Covenants surprise you during your leveling experience? Did your opinions change, either positively or negatively, about any of them — to the point of modifying your original plans of Covenant choice for your characters? What other aspects of the Shadowlands zones have impacted and awed you? Maybe you want to read about How do you feel about the linear leveling experience in Shadowlands?
0 Comments
It’s been a while since we had a linear leveling experience in World of Warcraft, where the game’s story took you from Zone A to Zone B with no decision on your part. Warlords of Draenor had a single starting zone for each faction, but you could more or less decide which zone to go to next after that, while Legion and Battle for Azeroth both allowed you to pick and choose which zone you wanted to run. Now, for the first time since Warlords (and really, even going back as far as Cataclysm we’ve been able to choose which zones to do next) we have a linear progression path, where you go from the Maw and Oribos to Bastion, and from there to each zone in turn. I personally think it works fine and I don’t really miss getting to pick and choose. The story here makes sense — we travel to Bastion because of the Mawsworn Kyrian we see in the Maw, and from there a turn of events leads us to Maldraxxus, which in turn guides us to our next destination. The story unfolds and we go where we do because it’s a necessity, a series of fixed points like chapters. But I understand if some players are flummoxed by suddenly having no option, by going where they’re told instead of deciding for themselves. And so now it’s your turn to tell us all what you think. Do you miss being able to pick and choose as you saw fit, or are you happy watching and seeing the new zones when you’re at the right point in the story? What’s your favorite zone, and are you excited or impatient to get there? What do you think of the way Shadowlands is unfolding and how your character moves through it? And do you expect new zones at some point before the end of the expansion? Maybe you want to read about World of Warcraft Lore History and Geography of Dun Morogh.
Dun Morogh (pronounced Dunn Mohr-OH) is a snowy region located between the magma-strewn wasteland of the Searing Gorge to the south, the gentle ridges of Loch Modan to the east, and the swampy Wetlands to the north. Dun Morogh is home to both the gnomes of Gnomeregan and the Ironforge dwarves and is the location of the major city of Ironforge. Mountains surround Dun Morogh, making it accessible only by certain passes that are currently watched over by dwarven troops. History The frigid lands of Dun Morogh were once ruled by the ice trolls of the Frostmane tribe before the dwarves conquered it from them. The snowy peaks of Dun Morogh have been the home of the dwarves and gnomes for centuries. The two races have generally lived on friendly terms, trading between their own respective cities, Ironforge and Gnomeregan. During the Second War, both races joined the Alliance of Lordaeron after the orcs invaded Khaz Modan. Their service proved invaluable to Alliance forces, and between dwarven brawn and gnomish brains, the orcs never succeeded in taking either capital. During the intervening period between the wars, the gnomes and dwarves grew closer together, working jointly on a number of major projects. Since the destruction of Gnomeregan, the remaining gnomes have been forced to flee and seek protection within Ironforge. This peaceful region is now threatened by the Troggs who have begun appearing all over the area. During the Scourge Invasion, Dun Morogh was attacked by the Scourge. Due to the Cataclysm, the threats of the Troggs and ice trolls have increased. Legion This section concerns content related to Legion. The Burning Legion targeted Dun Morogh as one of their invasion points. It was successfully defended by the Alliance, Horde, and Illidari. Geography Dun Morogh contains no raid dungeons, micro dungeons, or battlegrounds. Gnomeregan, can be found in the western part of the zone, beyond Brewnall Village. Dun Morogh is the starting area for the dwarves and gnomes, and so it contains a very sheltered area - Coldridge Valley. The dwarven city, Ironforge, can also be found in this zone and is one of the major Alliance trade and travel hubs. Travel Hubs
Notable characters Dun Morogh is home to several dwarves and gnomes of status. From the base camp in Coldridge Valley, Grelin Whitebeard sends promising young dwarves and gnomes out into the world. In Brewnall Village, Rejold Barleybrew leads the effort to discover the best recipe for ale, and in Kharanos, Senir Whitebeard seeks to eradicate the foothold the ice trolls have established in the region. Quests Since Dun Morogh is the starting zone for dwarves and gnomes, the quest range here is level 1-10. Quests in Dun Morogh include explorations from Brewnall Village in the west to the North Gate Outpost and South Gate Outpost in the northeast. There are battles against leper gnomes near Gnomeregan and Troggs in Gol'Bolar Quarry. There is a range of things to do from the fun of replacing a barrel of Thunder Ale to the danger of tracking down a dangerous yeti. Kharanos is the central village for those doing quests in the area. Ironforge is the capital city with quests leading to other zones. Lore in the RPG The homeland of the Ironforge dwarves and ruled by the mighty Bronzebeard Clan, Dun Morogh is the center of dwarven culture and ingenuity. The capital city of the dwarven realm, Ironforge, lies within Ironforge Mountain in Dun Morogh's iced heart. Dwarves and their allies range out from Ironforge, trying to hold a diminishing protectorate against encroaching enemies on all sides (Troggs, Trolls, Dark Irons). Dun Morogh is a high altitude region, covered with constant snowfall and great pine trees. Winds howl through the peaks in symphony with the wolves that prowl the crags. Southwest of Ironforge is Coldridge Valley, which hosts the dwarven smithing enclave of Anvilmar. Northwest of Ironforge's massive stone battlements is the ancient city of Gnomeregan. This ruined city was once home to the gnomes, but vile Caverndeep Troggs devastated the populace and drove the survivors to Ironforge. Gnomeregan is now a wild place of adventure and mystery. To Ironforge's west is Frostmane Hold, home of the aggressive Frostmane ice trolls. Crime is almost nonexistent in dwarven lands, as dwarves know that they must stick together against their myriad enemies. Murder and treason are capital offenses, while lesser crimes result in exile or prison. The region is snow-swept and forested, with gray, craggy mountains and slinking wolves. Troggs recently overran Gnomeregan, the gnomes' former capital, and drove its citizens to Ironforge. Frostmane trolls menace dwarven patrols. Several villages and towns dot the landscape, and though the trade routes can be perilous, dwarven mountaineers and warriors keep their settlements safe. History Centuries ago, the Dark Iron dwarves split from their Ironforge brethren, summoning Ragnaros and devastating the land in the process. The warriors of Ironforge drove the Dark Irons to near extinction, and the few survivors fled deep underground in the Blackrock Mountain to their fiery lord. In the fourth year since the opening of the Dark Portal, Dun Morogh's dwarves and gnomes joined the Lordaeron Alliance in the Second War. Ironforge dwarves and gnomes were key in the Horde's defeat, and many nurse grudges against orcs to this day. Not long ago, gnomes in Gnomeregan unearthed the mythic Troggs. These tribal creatures slaughtered Gnomeregan's populace and drove the gnomes to Ironforge, where they hide and nurse their wounds. This catastrophe explained why Ironforge gnomes did not take part in the Third War. The Troggs also proved an excellent distraction for Ironforge's forces, allowing the Frostmane trolls to invade Dun Morogh in an attempt to reclaim their ancient lands. People and culture Ironforge dwarves, the most prominent race in Dun Morogh, are a hearty, good-natured people who enjoy working with their hands, drinking ale, and firing blunderbusses. Dwarves are ingenious, and about half of all technological devices in Azeroth are dwarven-made. Ironforge dwarves are particularly adept at crafting and wielding firearms, and their riflemen proved an invaluable help in the Third War. Feisty and strong, Ironforge dwarves possess a strong sense of humor and forgiving nature. All who dwell in Dun Morogh, be they dwarf, gnome, or visitor, wear layers of clothing to stave off the cold. Long, thick cloaks of blue or green are common. Ironforge dwarves take pride in their beards and wear them long. When patrolling Dun Morogh, dwarves carry axes, rifles, and other weaponry and wear heavy armor. Gnomes rarely leave Ironforge, but those who do so are similarly equipped. Like dwarves, gnomes are adept tinkers and engineers and often walk about with safety goggles on their foreheads and various gadgets strapped to their belts. Geography The snow-swept land of Dun Morogh is covered with forest and craggy mountains. Dun Morogh is a high, mountainous region and is cold, windy, and wet. Snowfall is common, and a white blanket constantly covers the ground. Great wolves and snow leopards stalk the forests, and Troggs and Frostmane trolls find many ambush spots. Ferocious bears are known to live in many of the shadowy dens that are riddled into the mountainside. Dwarves used to have to battle few monsters in their own homeland, but things have changed. Dun Morogh has not seen true peace in decades. Ironforge is the capital of the dwarven realm and provides protection and succor for its citizens. Though the dwarves' enemies have multiplied in recent years, several smaller villages also stand against the burgeoning evils. Notes and trivia Not on the map and featuring weather quite unlike the rest of the zone, Newman's Landing is a small dock and house with three Booty Bay-aligned goblins. If standing at approximately [25, 60], which is located at a seemingly empty plateau hidden in the western mountains, the player will hear a ghastly howl that ceaselessly repeats. Reports of this date as far back as 2014 and the sound can seemingly vary between what sounds like roaring to something akin to hissing. While many players assume it's simply a software bug there's also general agreement that the sound and its oddly remote placement are extremely eerie. Dun Morogh and Loch Modan were originally conceived as a single zone.
|
World of Warcraft LoreWorld of Warcraft (WoW) is a massively multiplayer online role-playing game (MMORPG) released in 2004 by Blizzard Entertainment. It is the fourth released game set in the Warcraft fantasy universe.
Archives
February 2021
I am the Warrior Lore T-shirtFor as long as war has raged, heroes from every race have aimed to master the art of battle.
$17.99 I am the Paladin Lore T-shirtThis is the call of the paladin: to protect the weak, to bring justice to the unjust, and to vanquish evil.
$17.99 I am the Hunter Lore T-shirtFrom an early age, the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside.
$17.99 |